Hey there! I'm back! I do understand that some of my previous ideas weren't taken kindly by some or shown to already exist. I also understand that the generator idea specifically took the brunt of the criticism. My reason for the idea: First, high-quality fission reactors are complicated and dangerous. While that is a reason for them to be "end-game", who says you can't do better? While Fusion Toruses, QFS's and Singularity Harnesses may be expensive, but if my idea goes through, they would be slightly less complicated to run and be more efficient than a normal reactor. Seriously, who doesn't want 2048 EU/t from 1 generator?! I personally think that end-game is better expressed by Terraformers, Recyclers, Teleporters and really advanced stuff. Now, on to the new suggestions.
1) Gunpowder. Now you may be thinking, "Creepers drop the stuff. What's the point?". Well, real gunpowder is a mix of 75% saltpetre, 15% charcoal and 5% sulfur (British mix as of 1879). Instead of risking your life killing creepers, you could mix 4 saltpetre (from ground, unheated nitre ore, most common in desert biomes), 1 glowstone dust and 2 coal dust. This would create a convenient, gun-mod-friendly alternative to organic gunpowder.
2) Scrap Blocks. Lets see...You have gone from wasted items to scrap from the Recycler to scrap boxes. However, your industrial manufactories are continuing to produce more and more waste. What do you do? You make a BLOCK of scrap. That's right, compacting 9 whole scrap boxes worth of material into just 1 cubic metre of stuff! Mega landfill, here I come!
3) E-Meter. You know the EU-Meter, right? The handheld version? Well, to me, it's a pain in the neck to constantly click on the cable to get a constant reading. My solution: a meter to constantly measure the EU going through a wire. Just place the meter wherever you want and run the cable through it, like a BatBox or transformer. The GUI would have a show the EU, voltage and total quantity of EU that has and is going through the wire. Recipe:
:Copper Cable: :MFE: :Copper Cable
:Machine: :EU-Reader: :Machine:
:Circuit: :Compass: :Circuit:
4) Pollution. Simple, really. There would be 4 kinds of pollution: CO2, Radioactivity, Smog/Soot and Scrap. CO2 is created when coal or other materials are burned in a generator or furnace. It makes the world hotter, melting ice, wilting plants, and converting Grassland biomes into Desert wastelands. Radioactivity is produced by placed reactors, uncovered uranium ore and uncovered uranium blocks. Any chest with uranium-based materials in it is also deemed radioactive. The world can absorb a certain amount of millirems(radioactivity units) before it becomes dangerous. High levels cause mobs to take damage out of nowhere and for plants to die. Radioactivity can be absorbed with reinforced stone, water and iron surrounding the offending object, or a Rad-Filter. This reduces the radioactivity of enclosed spaces to safe levels while also, if out in the open, reducing the world radioactivity level. They take a lot of energy, about 60 EU per mR/day. That means it will take 60 EU every day to reduce levels by 1 millirem. The recipe is:
:Wind Mill: :Extractor: :Wind Mill:
:Reactor Plating: :Reactor: :Reactor Plating:
:Advanced Circuit: :Wind Mill: :Advanced Circuit:
The machine can take upgrades like the Overclocker and Transformer upgrades. Smog and Soot are given off by generators, miners, fueled furnaces and macerators. This makes the world darker and, at extreme levels, makes it rain soot. Scrap is the effect of placing Scrap blocks. Over time, they disintegrate and leach into the water table. This makes nearby water unusable for anything but buckets. Cells and bottles will get too dirty to use. Polluted water is also dangerous to swim in, and will hurt mobs.
That's all. Hopefully these ideas are fresh and new. See you again soon.